#include "chunk.h" Chunk::Chunk(int x, int y) : m_posX(x), m_posY(y) { m_blocks.Reset(BTYPE_AIR); } Chunk::~Chunk() { } void Chunk::RemoveBlock(int x, int y, int z) { m_blocks.Set(x, y, z, BTYPE_AIR); m_isDirty = true; } void Chunk::SetBlock(int x, int y, int z, BlockType type) { m_blocks.Set(x, y, z, type); m_isDirty = true; } BlockType Chunk::GetBlock(int x, int y, int z) { return m_blocks.Get(x, y, z); } void Chunk::Update(BlockInfo* blockinfo[BTYPE_LAST]) { float u, v, s; // Update mesh if (m_isDirty) { int maxVertexCount = (CHUNK_SIZE_X * CHUNK_SIZE_Y * CHUNK_SIZE_Z) * (6 * 4); VertexBuffer::VertexData* vd = new VertexBuffer::VertexData[maxVertexCount]; int count = 0; for (int x = 0; x < CHUNK_SIZE_X; ++x) { for (int z = 0; z < CHUNK_SIZE_Z; ++z) { for (int y = 0; y < CHUNK_SIZE_Y; ++y) { if (count > USHRT_MAX) break; BlockType bt = GetBlock(x, y, z); if (bt != BTYPE_AIR) { blockinfo[bt]->GetTexture(u, v, s); AddBlockToMesh(vd, count, bt, x, y, z, u, v, s); } } } } if (count > USHRT_MAX) { count = USHRT_MAX; std::cout << "[ Chunk :: Update ] Chunk data truncaned , too much vertices to have a 16 bit index " << std::endl; } m_vertexBuffer.SetMeshData(vd, count); delete[] vd; } m_isDirty = false; } void Chunk::AddBlockToMesh(VertexBuffer::VertexData* vd, int& count, BlockType bt, int x, int y, int z, float u, float v, float s) { if (x == CHUNK_SIZE_X - 1 || GetBlock(x + 1, y, z) == BTYPE_AIR) { // x vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z, .9f, .9f, .9f, u, v); vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z, .9f, .9f, .9f, u, v + s); vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z + 1.f, .9f, .9f, .9f, u + s, v + s); vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, .9f, .9f, .9f, u + s, v); } if (x == 0 || GetBlock(x - 1, y, z) == BTYPE_AIR) { // -x vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z + 1.f, .9f, .9f, .9f, u, v + s); vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z, .9f, .9f, .9f, u + s, v + s); vd[count++] = VertexBuffer::VertexData(x, y, z, .9f, .9f, .9f, u + s, v); vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, .9f, .9f, .9f, u, v); } if (y == CHUNK_SIZE_Y - 1 || GetBlock(x, y + 1, z) == BTYPE_AIR) { // y vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z, .8f, .8f, .8f, u, v); vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z + 1.f, .8f, .8f, .8f, u, v + s); vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z + 1.f, .8f, .8f, .8f, u + s, v + s); vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z, .8f, .8f, .8f, u + s, v); } if (y == 0 || GetBlock(x, y - 1, z) == BTYPE_AIR) { // -y vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, .8f, .8f, .8f, u, v); vd[count++] = VertexBuffer::VertexData(x, y, z, .8f, .8f, .8f, u, v + s); vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z, .8f, .8f, .8f, u + s, v + s); vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, .8f, .8f, .8f, u + s, v); } if (z == CHUNK_SIZE_Z - 1 || GetBlock(x, y, z + 1) == BTYPE_AIR) { // z vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, 1.f, 1.f, 1.f, u, v); vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, 1.f, 1.f, 1.f, u + s, v); vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z + 1.f, 1.f, 1.f, 1.f, u + s, v + s); vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z + 1.f, 1.f, 1.f, 1.f, u, v + s); } if (z == 0 || GetBlock(x, y, z - 1) == BTYPE_AIR) { // -z vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z, 1.f, 1.f, 1.f, u, v + s); vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z, 1.f, 1.f, 1.f, u + s, v + s); vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z, 1.f, 1.f, 1.f, u + s, v); vd[count++] = VertexBuffer::VertexData(x, y, z, 1.f, 1.f, 1.f, u, v); } } void Chunk::Render() const { m_vertexBuffer.Render(); } bool Chunk::IsDirty() const { return m_isDirty; }